# Use UE room reverb with FMOD sound?

**URL:** <https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727>\
**Category:** Unreal Engine\
**Created:** [November 29, 2025, 4:07pm UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727 "2025-11-29T16:07:44Z")\
**Posts on this page:** 10\
**Page:** 1

<div class="post-metadata">

**Author:** ![ScoringStageEU](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/scoringstageeu/32/8785_2.png) [@ScoringStageEU](https://qa.fmod.com/u/ScoringStageEU)\
**Post date:** [November 29, 2025, 4:07pm UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727/1 "2025-11-29T16:07:44Z")

</div>

we currently facing the problem that we can use UE sounds in a “hall” space, but not FMOD sounds.

In UE you have to set the characters ATTENUATION information to make it work, but the FMOD sound does not offer that function.

So How can I place my FMOD sound in the UE space ?

---

<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [December 9, 2025, 3:44am UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727/2 "2025-12-09T03:44:32Z")

</div>

To use attenuation in Unreal with FMOD, you either need to add a [spatializer](https://www.fmod.com/docs/2.03/studio/effect-reference.html#spatializer) to the Event in FMOD Studio or add [spatial dsp’s](https://www.fmod.com/docs/2.03/api/effects-reference.html#pan) through the API.

If you are using the [FMODAudioComponent](https://www.fmod.com/docs/2.03/unreal/game-components.html#fmod-audio-component) then you also have options to override the attenuation settings from inside Unreal.

---

<div class="post-metadata">

**Author:** ![ScoringStageEU](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/scoringstageeu/32/8785_2.png) [@ScoringStageEU](https://qa.fmod.com/u/ScoringStageEU)\
**Post date:** [December 12, 2025, 6:30pm UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727/3 "2025-12-12T18:30:01Z")

</div>

I am sure we tried that. The attention parameter in UE is not usable then, but I will re-check with my UE-specialist

---

<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [December 17, 2025, 10:12pm UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727/4 "2025-12-17T22:12:45Z")

</div>

> [@ScoringStageEU](#):
>
> The attention parameter in UE is not usable then

I’m not sure what parameter you mean here, but you can override the FMODAudioComponents attenuation in the editor as long as the spatializer is not already being overridden inside FMOD Studio.

 ![audio-component-details-attenuation](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/d/d7de909cc1e4923099ffc0eb2710b004a92bd3ac.png)

 ![Screenshot 2025-12-18 090725](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/6707287d1c22dd6ad4911cf3b7595165d1167554.png)

[https://www.fmod.com/docs/2.03/unreal/game-components.html#fmod-audio-component](https://www.fmod.com/docs/2.03/unreal/game-components.html#fmod-audio-component)

---

<div class="post-metadata">

**Author:** ![ScoringStageEU](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/scoringstageeu/32/8785_2.png) [@ScoringStageEU](https://qa.fmod.com/u/ScoringStageEU)\
**Post date:** [January 19, 2026, 6:55pm UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727/6 "2026-01-19T18:55:27Z")

</div>

OK, I noticed that I probably asked the wrong way. I will try again:

I have an FMOD sound in UE and created an AUDIO VOLUME inside UE. (see screenshot - the yellow box)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/fcbf18a0582ab4f793e2f10c4cc33b8c4281e6ab.jpeg)

I attached a REVERB to it.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/1/113f2ad7a8bbbbf58baa3da48626e1b0266fd5d0.png)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/d/dbfc345dc871a617124ec1f7ffd38f1d1c356565.png)

The problem is: the sound plays dry (without the effect)

What do I miss here?

---

<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [January 28, 2026, 12:37am UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727/7 "2026-01-28T00:37:50Z")

</div>

I would recommend having a look at the section in our docs on using [Reverb Zones](https://www.fmod.com/docs/2.03/unreal/user-guide.html#reverb-zones) with Audio Volumes.

---

<div class="post-metadata">

**Author:** ![ScoringStageEU](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/scoringstageeu/32/8785_2.png) [@ScoringStageEU](https://qa.fmod.com/u/ScoringStageEU)\
**Post date:** [January 29, 2026, 9:35am UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727/8 "2026-01-29T09:35:46Z")

</div>

I know that - the question was IF it IS possible to just take the sound and put it in the UE world (in which there is already a room setup)

---

<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [January 29, 2026, 10:03pm UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727/9 "2026-01-29T22:03:01Z")

</div>

If it is using a reverb that is made from an FMOD Snapshot, then yes you can.

> The workflow to use reverb zones is to set up snapshots in FMOD Studio. Snapshots can modify global reverb effects, change any bus volume, and modify any DSP value. To help trigger snapshots for reverb effects, the integration exports all snapshots as reverb effects in the `FMOD/Reverbs` folder.

You can also use the Ambient Zone settings to drive parameters in FMOD: [2.8.2 Ambient Zone Settings](https://www.fmod.com/docs/2.03/unreal/user-guide.html#ambient-zone-settings).

---

<div class="post-metadata">

**Author:** ![ScoringStageEU](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/scoringstageeu/32/8785_2.png) [@ScoringStageEU](https://qa.fmod.com/u/ScoringStageEU)\
**Post date:** [February 3, 2026, 11:08am UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727/10 "2026-02-03T11:08:50Z")

</div>

all right, now we are getting closer. So I use UE audio volumes to trigger my FMOD environment parameters, right.  
Well it would have been muich easier, if the FMOD Sound could just be placed inside the UE world with it’s already present reverb volumes - thus, treating it just like any other UE audio 😉

---

<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [February 4, 2026, 12:03am UTC](https://qa.fmod.com/t/use-ue-room-reverb-with-fmod-sound/23727/11 "2026-02-04T00:03:58Z")

</div>

I’ll add that as a feature request so that we can investigate the possibility further.
